Increase the chance of flexible weapon drops.

Started 16 Nov 2020
by Strikejk
in Suggestions
As the title says. The amount of flex weapons that drop is way to low.

Why is that?
The amount of flex weapons that drop, seems to be equal with all other 3 weapons the reaver can use (slash/thrust/crush 1h), making it a 1 in 4 chance to even get a flex, in the rare chance of a weapon drop in the first place. This droprate is just rediculously low, all 3 other 1hand weapons already get dropped by pretty much every other melee class in the game and thus are not needed to have such a high/equal droprate with the flex weapon on a Reaver.
The is shown by the market which is flooded with countless options for 1hand slash/thrust/crush weapons. However the amount of flex weapons on it is tiny at best and the prices of an MP flex is the highest for any weapon on the entire realm, easily exceeding the 100p mark on a regular basis. This is just nuts.
As a Reaver is the only class that can properly drop flex weapons in the first place (with the 50% class specific buff) the amount of flex drops should be way higher to compensate for that. The chance to drop a flex weapon out of all class specific weapon drops should not be a 1 in 4 chance like it is nowadays but instead a 4 in 1 chance.
Mon 16 Nov 2020 1:15 PM by Bradekes
Maybe you mean 3/4 chance instead of 1/4. And they messed with overall drop chances to begin with especially for lower level chars, which I think they did that to keep people from exploiting the system by grouping lowbies of specific class to get higher level drops of the items they wanted to farm to drop much more often.

And reavers shouldn't level up as flex anyways so that may be why flex doesn't drop as often specifically because players asked for the exact opposite of what your requesting previously. Maybe they could add a level modifier so that flex weapon drop at higher rate after a certain level.
Mon 16 Nov 2020 1:33 PM by gromet12
Bradekes wrote:
Mon 16 Nov 2020 1:15 PM
Maybe you mean 3/4 chance instead of 1/4. And they messed with overall drop chances to begin with especially for lower level chars, which I think they did that to keep people from exploiting the system by grouping lowbies of specific class to get higher level drops of the items they wanted to farm to drop much more often.

And reavers shouldn't level up as flex anyways so that may be why flex doesn't drop as often specifically because players asked for the exact opposite of what your requesting previously. Maybe they could add a level modifier so that flex weapon drop at higher rate after a certain level.

Why not? If we had auto training I could understand this but since we don’t it’s mute. Few things at low level will hit harder than indigo, I get the meta is being a shield bot for a beach group, but is still some nostalgia remaining in the game for others to play around doing other things.
Mon 16 Nov 2020 1:48 PM by Bradekes
gromet12 wrote:
Mon 16 Nov 2020 1:33 PM
Why not? If we had auto training I could understand this but since we don’t it’s mute. Few things at low level will hit harder than indigo, I get the meta is being a shield bot for a beach group, but is still some nostalgia remaining in the game for others to play around doing other things.

Well to ignore the rest of my post. Basically flex is only good for it's positional/reactionary. In groups taunting is more important and crush has low endo taunt with good to hit. Flex has normal endo use taunt with no to hit bonus.

So solo, sure you can get by with flex but most don't play for that solo reaver leveling nostalgic feeling.
Mon 16 Nov 2020 3:04 PM by gotwqqd
It’s not only flex weapon.
Drop dates are abysmal
Cant even keep equipment up to par xping
Mon 16 Nov 2020 4:08 PM by gruenesschaf
gotwqqd wrote:
Mon 16 Nov 2020 3:04 PM
It’s not only flex weapon.
Drop dates are abysmal
Cant even keep equipment up to par xping

The xp is too fast you say? That can be fixed!
Mon 16 Nov 2020 4:09 PM by gruenesschaf
And on topic:
When a weapon drops for a reaver there is a 35% chance it's a flexible, 35% large shield or 10% each for thrust, slash, crush
Mon 16 Nov 2020 4:13 PM by Bradekes
gruenesschaf wrote:
Mon 16 Nov 2020 4:08 PM
gotwqqd wrote:
Mon 16 Nov 2020 3:04 PM
It’s not only flex weapon.
Drop dates are abysmal
Cant even keep equipment up to par xping

The xp is too fast you say? That can be fixed!

Where's the dislike button!
Mon 16 Nov 2020 9:38 PM by gotwqqd
gruenesschaf wrote:
Mon 16 Nov 2020 4:08 PM
gotwqqd wrote:
Mon 16 Nov 2020 3:04 PM
It’s not only flex weapon.
Drop dates are abysmal
Cant even keep equipment up to par xping

The xp is too fast you say? That can be fixed!
When, say I go from getting a slash weapon level 1 and don’t get another till almost level 20 there is an issue
Mon 16 Nov 2020 10:10 PM by gromet12
gotwqqd wrote:
Mon 16 Nov 2020 9:38 PM
gruenesschaf wrote:
Mon 16 Nov 2020 4:08 PM
gotwqqd wrote:
Mon 16 Nov 2020 3:04 PM
It’s not only flex weapon.
Drop dates are abysmal
Cant even keep equipment up to par xping

The xp is too fast you say? That can be fixed!
When, say I go from getting a slash weapon level 1 and don’t get another till almost level 20 there is an issue

If I didn’t already have a drop from my Friar farming I don’t think I saw but a handful solo to 50. I had tons of thrusters and more polearms than flex weapons
Mon 16 Nov 2020 11:49 PM by Astaa
Got to 15 without a chest dropping.

It's random and largely unimportant.
Wed 18 Nov 2020 6:44 PM by Strikejk
gruenesschaf wrote:
Mon 16 Nov 2020 4:09 PM
And on topic:
When a weapon drops for a reaver there is a 35% chance it's a flexible, 35% large shield or 10% each for thrust, slash, crush
From my experience I find that hard to believe but if you say so.

Or is this different for max level chars? Or Mobs above lvl 50? I'm trying to get an MP flex for months now and I end up with an equal amount of swords, thrust, crush and flex weapon in my inventory every day. It almost feels like the 50% bonus to class specific items is not working properly or the % are way off - especially for flex.

I guess my only chance is to collect all weapon drops from now on and check to see if the % values work out.
I will update his post with screenshot on a regular basis.

Results of my collection effort: (only 1hand crush/slash/thrust & flex weapons are stored) [updated regularly]
Total: 122
Thrust: 22
Slash: 26
Crush: 30
Flex: 44

target values:
Thrust 10% + Slash 10% + Crush 10% = 30% --> 46.1%
Flex = 35% --> 53.8%
Summary: The 3 single weapon types combined should be less than the flex weapon. (If it wasn't for the 50% off-class drop chance)

actual value:
22 + 26 + 30 = 78 --> 64%
Flex = 44 --> 36%
Summary: The 3 single weapon types combined drop vastly more (roughly 2/3) than flex weapon types. This is because of the 50% off-class drop chance in combination with no other off-class that also drops flex resulting in all off-class weapon drops to be non-flex.

-> Due to these real value testing results should the flex droprate be increased from 35% to 50% to counterbalance the fact that all off-class drops are non-flex by default?
Thu 19 Nov 2020 7:03 PM by gruenesschaf
Strikejk wrote:
Wed 18 Nov 2020 6:44 PM
Or is this different for max level chars? Or Mobs above lvl 50?

Starting at level 15 50% of your rogs are for a random class in your realm and the other 50% for a class in your group (or your class if solo), the 50% in your realm is really all classes in your realm, including the ones in your group / your class. The given percentages are for when your class was chosen what to generate a weapon for.
Sun 22 Nov 2020 3:33 PM by Strikejk
Yeah I know about the 50% thing, although I didnt knew that it starts at lvl 15.
I get that the 50% random-class chance, combined with the fact that many random classes use one (or more) of the 3 non-flex 1hand weapons means that the likelyhood of getting them is higher than the 10% that you mentioned, if you look at the total chance. But I didn't expect them to drop that often regardless. Or rather I expected that flex weapons would still drop far more often in comparison. Look at my previous post where I keep adding the numbers, flex drops barely more often than crush weapons so far..

Its basically :
If 50% your class; its 35%/10%/10%/10% for flex/slash/crush/thrust
If 50% random class; its x%/x%/x%/x% for flex/slash/crush/thrust, with flex being much lower due to only 1 of the random classes dropping those, while the other 3 are dropped by many random classes. So if you combine those the totals are different.

But does the actual % number really matter? Flex just drops not very often and the demand is high because almost all reaver go flex, unlike all other classes that can actually make proper use of all 3 weapon lines. (Example: There are slash infi, thrust infi, slash arms, crush arms, thrust arms, ... but probably 95% of the reaver are flex so they all need flex.)
That is why flex is not even available at merchants unlike all the other 3 one hand weapons due to the combination of high demand & low droprate. Furthermore many of those classes can make proper use of multiple weapon speeds, while flex it is almost exclusively 3.0 or 3.2 speeds due to the simple fact that procs don't scale with weapon speeds. This further narrows down the amount of actual useful flex drops even further.

TLDR; Its heavily stacked against flex weapons. Only 35% for class specific, only 1 random class for the remaining 50%, only a few useful speeds due to the mechanics & extra high demand in comparison to other classes. This all leads to the core problem of not having enough flex weapons leading to crazy prices of more than 100 platin for a single weapon, far outclassing any other weapon price in the game.

In the end, all I can do is suggesting based on my experience and I truly believe this is a worthy change for the better of all, its in your hands to change (or not do).
Tue 1 Dec 2020 7:33 PM by Strikejk
Milestone update due to reaching over 100 weapon drops.
Edit: Due to the availability of crafted LT procs this project will not continue, last update below:

I know this doesn't sound a lot but it is if you only farm solo, lvl51+ mobs and only count these very specific weapon drops.

Results of my collection effort: (only 1hand crush/slash/thrust & flex weapons are stored)
Total: 138
Thrust: 27
Slash: 29
Crush: 33
Flex: 49

target values:
Thrust 10% + Slash 10% + Crush 10% = 30% --> 46.1%
Flex = 35% --> 53.8%
Summary: The 3 single weapon types combined should be less than the flex weapon. (If it wasn't for the 50% off-class drop chance)

actual values:
27 + 29 + 33 = 89 --> 64.5%
Flex = 49 --> 35.5%
Summary: The 3 single weapon types combined drop vastly more (roughly 2/3) than flex weapon types. This is because of the 50% off-class drop chance in combination with no other off-class that also drops flex resulting in all off-class weapon drops to be non-flex.

-> Due to these real value testing results should the flex droprate be increased from 35% to 50% to counterbalance the fact that all off-class drops are non-flex by default?
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